1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 /* (not included here due to collisions with Emerald Mine engine definitions) */
16 /* #include "main.h" */
18 #define MAX_INVENTORY_SIZE 1000
20 #define STD_NUM_KEYS 4
21 #define MAX_NUM_KEYS 8
24 #define NUM_BELT_PARTS 3
26 #define NUM_PANEL_INVENTORY 8
27 #define NUM_PANEL_GRAPHICS 8
28 #define NUM_PANEL_ELEMENTS 8
29 #define NUM_PANEL_CE_SCORE 8
33 struct TextPosInfo level_number;
34 struct TextPosInfo gems;
35 struct TextPosInfo inventory_count;
36 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
37 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
38 struct TextPosInfo key[MAX_NUM_KEYS];
39 struct TextPosInfo key_white;
40 struct TextPosInfo key_white_count;
41 struct TextPosInfo score;
42 struct TextPosInfo highscore;
43 struct TextPosInfo time;
44 struct TextPosInfo time_hh;
45 struct TextPosInfo time_mm;
46 struct TextPosInfo time_ss;
47 struct TextPosInfo frame;
48 struct TextPosInfo shield_normal;
49 struct TextPosInfo shield_normal_time;
50 struct TextPosInfo shield_deadly;
51 struct TextPosInfo shield_deadly_time;
52 struct TextPosInfo exit;
53 struct TextPosInfo emc_magic_ball;
54 struct TextPosInfo emc_magic_ball_switch;
55 struct TextPosInfo light_switch;
56 struct TextPosInfo light_switch_time;
57 struct TextPosInfo timegate_switch;
58 struct TextPosInfo timegate_switch_time;
59 struct TextPosInfo switchgate_switch;
60 struct TextPosInfo emc_lenses;
61 struct TextPosInfo emc_lenses_time;
62 struct TextPosInfo emc_magnifier;
63 struct TextPosInfo emc_magnifier_time;
64 struct TextPosInfo balloon_switch;
65 struct TextPosInfo dynabomb_number;
66 struct TextPosInfo dynabomb_size;
67 struct TextPosInfo dynabomb_power;
68 struct TextPosInfo penguins;
69 struct TextPosInfo sokoban_objects;
70 struct TextPosInfo sokoban_fields;
71 struct TextPosInfo robot_wheel;
72 struct TextPosInfo conveyor_belt[NUM_BELTS];
73 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
74 struct TextPosInfo magic_wall;
75 struct TextPosInfo magic_wall_time;
76 struct TextPosInfo gravity_state;
77 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
78 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
79 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
80 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
81 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
82 struct TextPosInfo player_name;
83 struct TextPosInfo level_name;
84 struct TextPosInfo level_author;
93 struct Rect sound_music;
94 struct Rect sound_loops;
95 struct Rect sound_simple;
103 /* values for control panel */
104 struct GamePanelInfo panel;
105 struct GameButtonInfo button;
107 /* values for graphics engine customization */
108 boolean use_native_emc_graphics_engine;
109 boolean use_native_sp_graphics_engine;
110 boolean use_masked_pushing;
111 int forced_scroll_delay_value;
112 int scroll_delay_value;
115 /* values for engine initialization */
116 int default_push_delay_fixed;
117 int default_push_delay_random;
119 /* constant within running game */
122 int initial_move_delay[MAX_PLAYERS];
123 int initial_move_delay_value[MAX_PLAYERS];
124 int initial_push_delay_value;
126 /* flag for single or multi-player mode (needed for playing tapes) */
127 /* (when playing/recording games, this is identical to "setup.team_mode" */
130 /* flags to handle bugs in and changes between different engine versions */
131 /* (for the latest engine version, these flags should always be "FALSE") */
132 boolean use_change_when_pushing_bug;
133 boolean use_block_last_field_bug;
134 boolean max_num_changes_per_frame;
135 boolean use_reverse_scan_direction;
137 /* variable within running game */
138 int yamyam_content_nr;
139 boolean robot_wheel_active;
140 boolean magic_wall_active;
141 int magic_wall_time_left;
143 int timegate_time_left;
149 boolean explosions_delayed;
150 boolean envelope_active;
151 boolean no_time_limit; /* (variable only in very special case) */
153 /* values for the new EMC elements */
154 int lenses_time_left;
155 int magnify_time_left;
159 /* values for player idle animation (no effect on engine) */
160 int player_boring_delay_fixed;
161 int player_boring_delay_random;
162 int player_sleeping_delay_fixed;
163 int player_sleeping_delay_random;
165 /* values for special game initialization control */
166 boolean restart_level;
168 /* values for special game control */
169 int centered_player_nr;
170 int centered_player_nr_next;
171 boolean set_centered_player;
173 /* values for random number generator initialization after snapshot */
174 unsigned int num_random_calls;
179 boolean present; /* player present in level playfield */
180 boolean connected; /* player connected (locally or via network) */
181 boolean active; /* player present and connected */
182 boolean mapped; /* player already mapped to input device */
184 boolean killed; /* player maybe present/active, but killed */
185 boolean reanimated; /* player maybe killed, but reanimated */
187 int index_nr; /* player number (0 to 3) */
188 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
189 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
190 int client_nr; /* network client identifier */
192 byte action; /* action from local input device */
193 byte mapped_action; /* action mapped from device to player */
194 byte effective_action; /* action acknowledged from network server
195 or summarized over all configured input
196 devices when in single player mode */
197 byte programmed_action; /* action forced by game itself (like moving
198 through doors); overrides other actions */
200 int jx, jy, last_jx, last_jy;
201 int MovDir, MovPos, GfxDir, GfxPos;
202 int Frame, StepFrame;
206 int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
210 boolean block_last_field;
211 int block_delay_adjustment; /* needed for different engine versions */
213 boolean can_fall_into_acid;
217 boolean LevelSolved, GameOver;
219 boolean LevelSolved_GameWon;
220 boolean LevelSolved_GameEnd;
221 boolean LevelSolved_PanelOff;
222 boolean LevelSolved_SaveTape;
223 boolean LevelSolved_SaveScore;
224 int LevelSolved_CountingTime;
225 int LevelSolved_CountingScore;
233 boolean is_auto_moving;
236 boolean is_collecting;
238 boolean is_switching;
240 boolean is_dropping_pressed;
247 int frame_counter_bored;
248 int frame_counter_sleeping;
250 int anim_delay_counter;
251 int post_delay_counter;
254 int action_waiting, last_action_waiting;
255 int special_action_bored;
256 int special_action_sleeping;
258 int num_special_action_bored;
259 int num_special_action_sleeping;
261 int switch_x, switch_y;
267 int move_delay_value;
268 int move_delay_value_next;
269 int move_delay_reset_counter;
272 int push_delay_value;
274 unsigned int actual_frame_counter;
277 int drop_pressed_delay;
284 int gems_still_needed;
285 int sokobanfields_still_needed;
286 int lights_still_needed;
287 int friends_still_needed;
288 int key[MAX_NUM_KEYS];
290 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
291 int shield_normal_time_left;
292 int shield_deadly_time_left;
294 int inventory_element[MAX_INVENTORY_SIZE];
295 int inventory_infinite_element;
299 extern struct GameInfo game;
300 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
304 void DEBUG_SetMaximumDynamite();
307 void GetPlayerConfig(void);
308 int GetElementFromGroupElement(int);
310 void DrawGameValue_Time(int);
311 void DrawGameDoorValues(void);
313 void UpdateAndDisplayGameControlValues();
315 void InitGameSound();
318 void UpdateEngineValues(int, int);
322 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
323 void Moving2Blocked(int, int, int *, int *);
324 void Blocked2Moving(int, int, int *, int *);
325 void DrawDynamite(int, int);
327 void StartGameActions(boolean, boolean, int);
329 void GameActions(void);
330 void GameActions_EM_Main();
331 void GameActions_SP_Main();
332 void GameActions_RND();
334 void ScrollLevel(int, int);
336 void InitPlayLevelSound();
337 void PlayLevelSound_EM(int, int, int, int);
338 void PlayLevelSound_SP(int, int, int, int);
340 void RaiseScore(int);
341 void RaiseScoreElement(int);
343 void RequestQuitGameExt(boolean, boolean, char *);
344 void RequestQuitGame(boolean);
346 unsigned int InitEngineRandom_RND(int);
347 unsigned int RND(int);
349 void FreeEngineSnapshot();
350 void LoadEngineSnapshot();
351 void SaveEngineSnapshot();
352 boolean CheckEngineSnapshot();
354 void CreateGameButtons();
355 void FreeGameButtons();
356 void MapGameButtons();
357 void UnmapGameButtons();
358 void RedrawGameButtons();
360 void HandleSoundButtonKeys(Key);